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https://github.com/thornAvery/kep-hack.git
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Populate Citrine City
This commit adds NPCs and signs to Citrine, doing some significant worldbuilding in the process. I considered adding an event where Oak greets you like how the Magma/Aqua Admins do on the ORAS Battle Resort, but it seemed a little too on-the-nose, y'know? There was an issue where you wouldn't be walked out of doors automatically, which was quite immersion-breaking. That was because the door tile IDs weren't defined - this is fixed too. Some map elements have been altered to facilitate the new changes, and obviously, some map sprite slots have been filled. Importing and changing the Battle Tent is most likely my next task.
This commit is contained in:
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2ec8bab272
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3b16404a50
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@ -11,7 +11,19 @@ CitrineCity_Object:
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warp_event 39, 30, VERMILION_CITY, 6
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def_bg_events
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bg_event 16, 27, 5 ; Citrine Shop
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bg_event 16, 17, 6 ; Pokecenter
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bg_event 20, 22, 7 ; Billboard 1
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bg_event 5, 18, 8 ; Billboard 2
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bg_event 9, 7, 9 ; Battle Tower
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bg_event 25, 23, 10 ; City Sign
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bg_event 21, 26, 11 ; Directions
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bg_event 23, 7, 12 ; Garnet Cavern Sign
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def_object_events
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object_event 12, 18, SPRITE_BEAUTY, WALK, LEFT_RIGHT, 1 ; person
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object_event 6, 9, SPRITE_HIKER, WALK, LEFT_RIGHT, 2 ; person
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object_event 20, 26, SPRITE_GENTLEMAN, STAY, UP, 3 ; person
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object_event 10, 30, SPRITE_ROCKER, WALK, ANY_DIR, 4 ; person
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def_warps_to CITRINE_CITY
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@ -2,8 +2,8 @@ CitrinePokecenter_Object:
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db $0 ; border block
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def_warp_events
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warp_event 3, 7, LAST_MAP, 6
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warp_event 4, 7, LAST_MAP, 6
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warp_event 3, 7, LAST_MAP, 3
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warp_event 4, 7, LAST_MAP, 3
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def_bg_events
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@ -202,10 +202,10 @@ SpriteSets:
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; SPRITESET_CITRINE
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db SPRITE_BRUNETTE_GIRL
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db SPRITE_BIRD
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db SPRITE_SUPER_NERD ; free slot, add as needed.
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db SPRITE_HIKER ; free slot, add as needed.
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db SPRITE_GAMBLER ; free slot, add as needed.
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db SPRITE_MONSTER ; free slot, add as needed.
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db SPRITE_GENTLEMAN
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db SPRITE_BEAUTY
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db SPRITE_ROCKER
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db SPRITE_HIKER
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db SPRITE_COOLTRAINER_F ; free slot, add as needed.
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db SPRITE_COOLTRAINER_M ; free slot, add as needed.
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db SPRITE_GUARD ; free slot, add as needed.
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@ -13,6 +13,7 @@ DoorTileIDPointers:
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dbw FACILITY, .FacilityDoorTileIDs
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dbw PLATEAU, .PlateauDoorTileIDs
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dbw INTERIOR, .InteriorDoorTileIDs ; fixes weirdness in silph co.
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dbw CITRINE, .CitrineDoorTileIDs
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db -1 ; end
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MACRO door_tiles
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@ -56,4 +57,7 @@ ENDM
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door_tiles $3b, $1b
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.InteriorDoorTileIDs:
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door_tiles $04, $15
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door_tiles $04, $15
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.CitrineDoorTileIDs
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door_tiles $1C, $1B, $58, $59
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@ -1,4 +1,4 @@
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G>>>>hi(,,)>>>>gFCCZ[(,,)CCC<FdZ[$W%eC<Fd|}~VteC<Fd
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G>>>>hi(,,)>>>>gFCCZ[(,,)CCC<FdZ[$W%eC<FdV|}~VteC<Fd
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I#####Ht
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t
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@ -11,17 +11,17 @@ oooooteC<Fd
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'tt'nlll
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eC<Fd
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'=r'nooo
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eC<Fd&#####"nmeC<Fd
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eC<Fd&#####"nmeC<Fd
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''tlllllteC<Fd
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'6't
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t
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'6'tVt
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eC<Fd
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'&###H
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eC<Fd'=s'
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eC<Fd
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'=s'
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'.C<Fd
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D#####"
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@ -2,5 +2,59 @@ CitrineCity_Script:
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jp EnableAutoTextBoxDrawing
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CitrineCity_TextPointers:
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dw CitrineCityText1
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dw CitrineCityText2
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dw CitrineCityText3
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dw CitrineCityText4
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dw CitrineShopSignText
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dw PokeCenterSignText
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dw CitrineCityBillboard1
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dw CitrineCityBillboard2
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dw CitrineCityTower
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dw CitrineCitySignText
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dw CitrineCityDirections
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dw CitrineCityCavern
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text_end ; unused
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CitrineCityText1:
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text_far _CitrineCityText1
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text_end
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CitrineCityText2:
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text_far _CitrineCityText2
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text_end
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CitrineCityText3:
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text_far _CitrineCityText3
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text_end
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CitrineCityText4:
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text_far _CitrineCityText4
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text_end
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CitrineShopSignText:
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text_far _CitrineShopSignText
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text_end
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CitrineCityBillboard1:
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text_far _CitrineCityBillboard1
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text_end
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CitrineCityBillboard2:
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text_far _CitrineCityBillboard2
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text_end
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CitrineCityTower:
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text_far _CitrineCityTower
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text_end
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CitrineCitySignText:
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text_far _CitrineCitySignText
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text_end
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CitrineCityDirections:
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text_far _CitrineCityDirections
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text_end
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CitrineCityCavern:
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text_far _CitrineCityCavern
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text_end
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@ -51,9 +51,9 @@ JamesText:
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ld a, [wCurrentMenuItem]
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and a
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jr nz, .refused
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; Proceed from here as if Yes is stated.
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; Proceed from here as Yes is stated.
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; Here, the menu should pop up and the player picks a Pokemon to juice.
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; Here, the party menu pops up and the player picks a Pokemon to juice.
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xor a
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ld [wUpdateSpritesEnabled], a
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ld [wPartyMenuTypeOrMessageID], a
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1
text.asm
1
text.asm
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@ -294,6 +294,7 @@ INCLUDE "text/GarnetCavern1F.asm"
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INCLUDE "text/GarnetCavernB1F.asm"
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INCLUDE "text/GarnetCavern2F.asm"
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INCLUDE "text/GiovannisRoom.asm"
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INCLUDE "text/CitrineCity.asm"
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SECTION "Pokédex Text", ROMX
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90
text/CitrineCity.asm
Normal file
90
text/CitrineCity.asm
Normal file
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@ -0,0 +1,90 @@
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_CitrineCityBillboard1::
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text "CAPSULE MONSTERS"
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line "Coming soon to"
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cont "a GAME BOY near"
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cont "you!"
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done
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_CitrineCityBillboard2::
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text "FULL RESTORE"
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line "The solution to"
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cont "all ailments!"
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done
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_CitrineCitySignText::
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text "CITRINE CITY"
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line "A shining city"
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cont "of brilliance."
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done
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_CitrineShopSignText::
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text "CITRINE SHOP"
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line "Your one-stop"
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cont "for souveniers!" ; Souvenier is an obsolete spelling, but at the time, this would have been commonplace. These days, it's souvenir.
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done
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_CitrineCityTower::
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text "BATTLE TOWER"
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line "Test your mettle!"
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done
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_CitrineCityCavern::
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text "GARNET CAVERN"
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line "WARNING: Strong"
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cont "#MON within."
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done
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_CitrineCityDirections::
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para "NORTH: BATTLE"
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line "TOWER"
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para "EAST: PIER"
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para "SOUTH: BRUNSWICK"
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line "TRAIL"
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done
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_CitrineCityText1::
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text "The sun here is"
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line "so bright!"
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para "I'm going to get"
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line "an amazing tan!"
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done
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_CitrineCityText2::
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text "I've heard of"
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line "a cave around"
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cont "these parts."
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para "I wonder where"
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line "it is..."
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done
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_CitrineCityText3::
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text "Oh! Are you new"
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line "around here?"
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para "I can't recommend"
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line "BRUNSWICK TRAIL"
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cont "enough to you!"
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cont "It's beautiful!"
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done
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_CitrineCityText4::
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text "Some BIRD #MON"
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line "roost on a hill"
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cont "close by once"
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cont "a year."
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para "The locals call"
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line "them ARTICUNO,"
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cont "ZAPDOS, and"
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cont "MOLTRES."
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para "But they look"
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line "nothing like"
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cont "them! They're"
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cont "like different"
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cont "#MON!"
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done
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@ -2,8 +2,8 @@ _CitrinePokecenterText2::
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text "I've seen a lot"
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line "of men in black"
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cont "going in and"
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cont "out of this one"
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cont "house."
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cont "out of a house"
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cont "down the road."
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para "It couldn't be,"
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line "could it?"
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@ -70,25 +70,6 @@ _JessieAfterBattleText::
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line "battle? Then go"
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cont "away!"
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done
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; This mart text is unused because implementing custom mart text is hell.
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_MartGuyPrompt1::
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text "Alright, tell you"
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line "what. I sell TMs,"
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cont "see? Let's make"
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cont "a deal."
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prompt
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_MartGuyPrompt2::
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text "If you keep our"
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line "joint a secret,"
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cont "I can sell you"
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cont "any special item"
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cont "in KANTO. Deal?"
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_MartGuySelling::
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text "What can I do"
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line "you for?"
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done
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; James Bottle Cap system.
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; In the anime, he collects Bottle Caps, so it feels better than adding Mr. Hyper.
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